[Innate]Speak with Animal-Sorune can talk with and understand almost any animal. However, he must see or be very familiar with said animal before talking in said speech.

(Druid Magic=18)[Metal]Metal Manipulation [100 MP]-Never let it be said that Sorune is without surprises. He controls the 'memory' of one metal object, manipulating its shape and its position as he wishes, capable of making metal spikes that can be hurled at an enemy, or simply changing it to another, less dangerous shape. He can choose to either deal 20+rank*6+3d6 damage to a single enemy, or 16+rank*4+2d6 damage to a set of enemies, with offensive spikes. If the metal is being wielded or held by someone, then their MBLK check is substituted for the item's.
(Note-With this, he can take metal armor and simply turn it into a tailored Vise. But keep in mind that if he actually does that to a person...they probably deserve it.)

(Druid magic=4)[Ice]Blizzard [24 MP]-Tiny chunks of ice fly in a flurry around opponents, stabbing them repeatedly. 18+Rank*3+2d6 ice damage to an opponent
[Druid Magic=8][Ice] Ice storm (54 MP) - Sharper chunks of ice fly in a flurry around opponents, dealing 10+rank*4+1d6 damage to all foes in a 10 foot area.

(Druid magic=4)[Grass] Ivy [12 MP]-grass grows under an enemies feet, having the same effect as if they had been tied with rope. Rank Penalty to AT/PA.
(Druid magic=7)[Grass]Thorny Roots[25 MP]-Grass grows under the enemy's feet, and in addition to having the same effect as if they had been tied with rope, they take [rank] damage every turn they are not freed. They can be freed with a successful strength check at DC 20. Treated as though helpless. (-10 AT/PA) Lasts 5 rounds.
(Druid Magic=15)[Grass]Whipgrass [85 MP]-See bottom of sheet. Summons 2D4 'Whipgrass' creatures to fight for him. However, they are unable to move from the spot where they are created.

(Druid magic=3)[Water] Water Bomb [7 MP]- a large amount of water hits an enemy doing a surprising amount of damage. 9+Rank+d6 water damage to all in a twenty foot range.
(Druid Magic=7)[Water] Suffocate[40 MP+10 per round]- Sorune holds a bubble of water around a person's head, suffocating that opponent. Choking opponents cannot act, suffer a -4/-4 penalty, and suffer choking/breath holding damage as applicable. Caster must focus on spell throughout entire duration. Broken with a (Stamina+1d20) against (rank+1d20-10) Casting with a verbal component cannot be accomplished. If concentration is broken, so is spell.

(Druid magic=2)[Sand] Scorching Sand [20 MP]-surrounding sand rises up In a storm and does heat damage, as well as getting in the enemies eyes. 16+rank*3+1d6 heat damage to all enemies, with a -4 AT penalty for 4 rounds.

(Druid magic=14)[Forest]Gaia's Wrath [75 MP]-Sorune calls upon the power of the forests, and literally bends them to his will. Trees within five feet of the caster will begin thrashing any opponent within reach. See below for stats of said trees. The trees cannot move from their original places to attack, unless modified with another spell. Lasts for five rounds, until Sorune cancels the spell, or each tree is destroyed.

(Druid Magic=10)[Earth]Mound [25 MP]-Raises a mound around the target's legs, effectively immobilizing them until they break the hold of the spell. May be broken with a successful strength check at DC 35. Can only be used on targets of size large or less.
(Druid Magic=10)[Earth]Travelling Mound [Special MP cost]-Raises a mound...though this one is meant for riding on. It moves as quickly as a chocobo runs, and can carry up to seven people. For each hour in use, it takes 1/10th of Sorune's MP. Sorune must concentrate for the spell to be in use.

Considered to be whips used by a person with +0 strength, and 8 ranks in whip. However, they do not get a second attack.

Have a +10 to grapple a person's limbs, keeping them immobile. Or at least, incapable of use.

Notes:Cannot move, take double damage from fire, and when on fire, take 10 damage per turn. If set on fire while holding a person, they set the victim ablaze. These flames persist until the target "stops, drops, and rolls" (a standard action) or is doused by water or large quantities of dirt/mud. These flames deal 12+1d6 points of damage each round.

[EDIT:To break things into seperate posts, and then for the new philsys revisions] <p><span style="font-size:x-small;">"The Bible is the greatest book ever. It's filled with prostitutes, liars, conquering kings, killers, murderers, and political intrigue. How can you go wrong?" ~My preacher.</span></p>Edited by: Dragon Sage007&nbsp; at: 10/26/06 16:50

Can you perhaps put each separate character sheet in its own post? It's getting hard to look at them when they're all in the same post. <p> <span style="font-size:medium;"> Quotes of the Moment: </span> <span style="font-size:xx-small;">

Techs
[Innate][Tolaris's Beret needed] Weaponshift (0 TP) - Allows Tolaris to shapeshift his beret into a Spear, Mace, Longsword, or back to his regular beret.
[Innate]{2 TP) Provoke - Tempts someone into a 'duel' of sorts with Tolaris, and will not focus on anyone else until Tolaris flees, is knocked out, is killed, or another person comes to help either side. Resisted by an (INT*2-COU+1D20) roll at difficulty (Tolaris COU+1D20) Automatic success if enemy is berserked. Automatic failure against brainless enemies. (Undead, Golems, etc.)
[Innate]Valor (4 TP) - Tolaris thinks of his duties to friends and to his sister, and adds 1D3 to his Courage temporarily. He also gains (COU(Including the new bonus)+Level+10) HP temporarily, which is taken off first. Can only be used once per battle, less or more often by GM's discretion.
(Mace Fighting=4)[Mace needed] Mace Smash (5 TP) - Tolaris brings his Mace down on a single enemy in an overpowered Chop, taking up to (Rank+Level) penalty to hit while adding double that amount to his total damage.
(Sword Fighting=4)[Sword needed] Practiced Slash (5 TP) - Tolaris aims carefully before his slash, increasing his chances of hitting before he attacks, adding up to ((Rank+Level)*2) to his AT while taking half the penalty to his total damage.
(Spear Fighting=4)[Spear needed] Spear Stab (10 TP) - Tolaris takes a chance and aims at his opponents's vital areas. He may aim at Torso or Limb at the same penalty as the normal Archery rating, and may aim at the head for double the penalty, and get the same rewards if he hits.

*Stage fighting gives him knowledge of light blades. However, if used in actual combat, his rank and damage is divided by 2.

Abilities
[Innate]Hide - Let's face it. Bill isn't meant for combat. His first instinct in a fight is to get behind something. So if there IS something to hide behind, he has a flat 50/50 chance to get behind it (If he wants to) before intiative starts, and stay out of sight as long as noone is looking for him.

EDIT:Fixed everything. In my defense, it was late when I finished his sheet last time.

Shini and Zero are correct, maximum skill rank at level 1 is 4. That line, "maximum skill rank is (base stats + 6)", refers to the highest a skill can _ever_ be. Plus, I'm not even sure if we're officially using the changes either way yet as is, since not everything is hammered out yet for the new Philsys rules. Aren't most PS GMs still using the ones on the site?

Also, using a new post rather than editting an old one would be preferable just for clarity's sake. I almost missed your response to Shini entirely and would have just repeated his and Zero's comments. :( <p>"Never let your morals get in the way of doing what is right" - Salvor Hardin
</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=idran1701>Idran1701</A] at: 2/2/06 20:19

Idran is correct about the interpretation of the rule; the tidbit Sage is citing is in fact a correction/revision to an old rule that involves rolling a die to see if a skill increase succeeds when the new rank would exceed the base stat sum. The rule that max rank is 4 at 1st level and the most a skill can be improved is 2 ranks/level has not changed.

Also, the information in that thread is "official." If people are opting to not use it that's their problem, though I can definitely see why GMs would opt not to change the rules of their RP midway through. <p><div style="text-align:center"></div>

Ah. I was under the impression that you wanted to finish everything before asking people to change over. All right, then. <p>"Never let your morals get in the way of doing what is right" - Salvor Hardin
</p>

Spells
(Magnetism Magic-4)Ironclad Mage (11 MP)-Increases AC by [rank] for [rank] rounds, granted Vallomas is carrying metal on his person. Takes 5 units.
(Magnetism Magic-2)Malleable Metal (10 MP)-Taking a single round out of combat, Vallomas is able to meld a metal object into another object of simple form, granted it is the same or less mass.
(Magnetism Magic-4)Metal Blade (35 MP)-Creates a small blade, floating in mid-air, that has 50 HP, base AT/PA of 12/12, base missile evasion 20, MBLK of 16. Base damage 14+1d6 for a light attack, and AC of 4. Takes 10 units of metal.
(Magnetism Magic-4)Needle Hail (2 MP per needle)-Creates a hail of needles, each of them causing 1d4 damage. This does not require an MBLK to deflect, but a successful PA roll at DC 8 for each needle. Each needle takes 1/4 unit.

Abilities
Mental Switch [All MP]-Allows the caster to switch with any other living creature, taking their body and all of their physical abilities. He keeps his mind, but destroys theirs. His previous body becomes a lifeless husk. Of course, this requires a somatic component...

Other abilities no longer matter-they required a verbal or mental component.

Backstory:
Once upon a time, Jake was a spy from an unknown country that intended to destroy Doma and take its natural resources. However, Jake was more than a little apprehensive about the job, so he tried to infiltrate his way to higher levels of government by taking the bodies of high-levelled officials, and impersonating them.

He was up to 'Unnamed NPC' before something bad happened.

He was taking the form of a low-level guardsman in Doma when the victim's wife came home to him 'adjusting' to his new body...and the old one was still on the floor. Panicking, he mentally jumped to the first thing he could.

A loaf of bread. Still warm from the oven. He spent quite a while trying to figure out how he managed that one before he simply went insane from the lack of sensory perception. Luckily for him, he was ignored while people grieved for both nameless NPCs. Of course, the only one to come to their funerals were other nameless NPCs, who had exactly zero importance on the plot. Unluckily for the loaf of bread, he was thrown out into the street, and will eventually contract bread mold.

Since then, he has posed no threat to Doma, and the country that sent him guessed he was assassinated and decided to lay low. <p><div style="text-align:center"> </div></p>

Hook of Fireball: Can cast Firebolt up to 3 times per day as Felonoel could. Must be recharged at a cost of 12 MP

Pirate Flag: Felonoel can imbue this object with up to 40 MP, making it a semi-intelligent flaming flag with the same PA bonuses as a Body Shield, but can only block twice per turn. Itâ€™s AC and Durability is the same as the MP it is imbued with, and when it is reduced to 0 durability, it retreats to Felonoelâ€™s eyepatch.

Eyepatch of Holding: One of the more esoteric Holding items, it stores a pocket dimension in less than an inch of felt. Any item that is not living or made of metal can be forced into the eyepatch, and is closed by â€˜flippingâ€™ it back onto the eye. However, when one wishes to take something from the eyepatchâ€¦well, you open it and let everything fall out, since oneâ€™s arm cannot reach in. This generally discourages a person from using an Eyepatch of Holding for more than one or two things.

Phoenix:Has a Phoenix pet. However, it does nothing but repeat what others tell it, and its wings are green. Weird, no?

[Innate]Aquaphobia: Must make a DC 20 Courage check when encountering more water than what can be found in a cup, or else spend 1d4 rounds burning himself to â€˜protectâ€™ himself from the water.
[Innate]Fireproof: Takes no damage from fire, magical or normal. However, he takes 50% more damage from magical ice and water spells, and if they connect, he spends 3D4 rounds without any fire abilities.
[Fire=1]Firebolt (4 MP) - Does 8+rank*2+1d6 fire damage to a single target.
[Fire=4]Conflagration (29 MP) - Affects a small area or a limited number of targets. 10+rank*2+3d6 fire damage.
[Fire=7]Greater Conflagration (54 MP) - Affects a medium-sized area. 16+rank*4+2d6 fire damage.
[Fire=5]Firewalk (10 MP) â€“ Allows him to walk up into thin air as if there were solid steps under him. However, he cannot carry more than 50 pounds with him or else he falls to the ground, and cannot go faster than a fast walk. Lasts [Rank*2] minutes, at the end of which he can walk down instead of up.
[Fire=4]Nimbus (20 MP) â€“ Allows weapon to deal an additional 1d6 fire damage with each melee attack. All who attack him with a melee weapon must make a DC 20 Agility check or else be set on fire, as the Ignite spell. All bare-fisted fighters are set on fire with a strike automatically.
[Fire=1]Warmth (6 MP) - Allows the user to stay warm for up to (rank/2) hours. This spell functions between 60 and -20 degrees Fahrenheit, making the caster feel like it is 70 degrees, -10 for every 10 degrees below the limit, rounded up. This spell provides comfort in natural cold only.
[Fire=2]Glow (3 MP ) - Causes the caster to glow for rank hours, unless they will the effect to stop beforehand, providing illumination equivalent to the average torch. <p><div style="text-align:center"> </div></p>

Abilities:
[Lance=2]Defender's Stance (1 TP) - Adds weapon skill rank to all PA rolls made this round. Even if no parry roll is allowed, half of the users's weapon skill rank is added to his PA for the remainder of the round. This tech cannot be combined with any other offensive tech, and the user forfeits any bonus attacks (but may use them, instead, as bonus parries).
[Lance=2, Chocobo Riding=2]Riding Defender's Stance (1 TP) - As Defender's stance, but capable of doing so from Chocoback-along with the bonus of using Bishop's (Or any other Chocobo) AC in place of his own. However, doing so requires a skill check vs. the amount of damage dealt to the bird. If the Chocobo he is riding is untrained, this skill cannot be used. The AC switch must be decided before parrying any blow.
[Lance=4, Chocobo Riding=3]Charging Strike (5 TP) - Requires a running start, a clear line of sight, and a trained chocobo, so cannot be initiated while in melee combat. This strike does 2x Heavy Weapon damage, and denies a PA bonus from weapon skills or [s]Advanced Parrying.
[Leadership=4]Rallying Cry (4 TP) - All allies who hear this booming shout are given +2 AT and PA, +3 MBLK and MATK, and +3 damage on any attacks for the next 1d6 rounds.

(Will...tighten this up tomorrow. T'is late. Finish, give backstory, all that good stuff.)

Techniques
[Innate]I'm not weak! (TP:4) - Sage gets driven into a bloody rage at how weak he feels, and is able to substitute his COU stat for STR for two rounds. However, he is shaken for two rounds afterwards, lowering his STR by one.
[Machine Guns:2]Die Motherfucker Die! (TP:6) - Sage goes absolutely balllistic with the machine gun, doing 8x damage with it for one round...however, after that round, the barrel is completely melted and unusable.